Mythic Options: The Missing Core Feats (PFRPG) PDF

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Being mythic is cool as hell.

Characters that get to use the options from Pathfinder Roleplaying Game: Mythic Adventures have the opportunity to take their characters to a whole new level (or, at least, a whole new tier). An important part of that ruleset is Mythic Feats, most of which are powered-up versions of normal feats. While a large number of feats from numerous rulebooks receive mythic versions, not all feats do. The problem with this approach is that it limits the ability of some characters to grow their most prevalent abilities into mythic abilities.

Because the rules do not support the idea of mythic metamagic, a spellcaster more interested in maximizing the use of metamagic than in learning mythic versions of spells has no place to put his mythic feat resources. The effect is even worse for characters that focus on combat, as there are very few mythic critical feats, mythic shield feats, or mythic improved maneuver feats, despite the normal versions of such feats often being the focus of entire character concepts.

To fill in the gaps and allow ANY character concept to be mythic, we’ve combed through the Core Rulebook, found every feat that lacked a mythic upgrade, and created the first book of missing mythic feats. While there are feats that it might seem silly to have mythic versions of (Simple Weapon Proficiency?), we didn’t want to accidentally cut player or GM creativity short by excluding anything. So if a character’s concept is that they are the child of a god with a morningstar as a preferred weapon, and as a result the godling child is simply a little better at the use of a morningstar than anyone else, we’re got a feat to represent that!

Written by: Owen K.C. Stephens
Pages: 15

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An Endzeitgeist.com review

4/5

This pdf is 15 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 13 pages of content, so let's take a look, shall we?

We kick off this pdf with a short fluffy introduction before explaining the intent of this pdf - simply put, it expands the mythic rules by providing all the mythic versions of feats from the core book that have not been covered in Mythic Adventures. Take for example the armor proficiency feats - their mythic equivalents allow you to add1/2 their AC-bonus to CMD and allow you to expend mythic power to add "it" to touch attack AC - whether that refers to the full AC-bonus or the halved AC-bonus, though, I'm not sure. The mythic version of agile maneuvers allows you to add both str and dex to calculate CMB. Mythic Combat Casting scales up its non-mythic brethren-feat's bonus to +8 to concentration and you no longer lose the spell when failing the check. Additionally, ranged touch attack spells successfully cast defensively no longer incur an AoO.

The mythic crafting feats are interesting - for one, you may 1/day expend mythic power to accomplish 8 hours of work for an item you are creating - the items potentially just pop up, I guess since no duration, not even a standard action, is given. While that is a very minor issue in my book, brewing potions no longer limited by level cap is kind of awesome. Mythic Craft wands allows you to make wands sans charges that work 3/day instead of ones that have 50 charges, whereas crafters of rods may use constant or limited use items sans wearing them in the proper slot. Mythic Craft Wondrous Item deserves special mentioning, since it allows you to actually change the form of your item into another - though the boundaries there are thankfully fluff and left to the DM, e.g. changing items into ioun stones and the like becomes possible - though costly: Different shapes are more expensive, ioun stones adding a whopping +100% to the item's price.

The mythic weapon proficiency-feats make iterative attacks be reduced by only 4 instead of the standard 5 and does not modify the amount of attacks granted, meaning the second attack is NOT gained at a reduced BAB of +5, but still at +6 as per the default rules. Okay, I guess, but nothing too exciting here. There is also a group of feats that essentially deals with extra-uses of limited per day abilities, adding additional uses per day and allowing you to expend mythic power when having expended the respective ability for the day to still use it, thus gaining additional channel energy/lay on hands/ki etc. uses.

On the saves-side, there are mythic versions of improved iron will/great fortitude/lightning reflexes that allow you to 1/day replace your save's result with 20+ your will-save upon failing a given save, making for a nice last second save. Mythic Improved Two-weapon Fighting allows you to follow up successful AoOs with your primary weapon with your secondary weapon and also make attacks with both your primary and secondary weapon as a standard action. Does this means it's stackable with vital strike? Vital Strike is per default an attack action (a standard action) -if so, are both weapons modified with the benefits of vital strike? This is rather important, since the feat-chain for vital strike herein is rather insane, even for mythic rules - the improved version multiplies all damage, even that which is normally exempt from multiplication by the number of weapon damage dice and the greater version ignores hardness/energy resistance etc. Now if two weapon fighting can be combined with vital strike here, would the combined weapon damage dice of primary and secondary weapon be multiplied or would each weapon "only" get its own damage dice? As written, all damage dice used for one use of vital strike would be multiplied, which would lead to even more ridiculous amounts of damage.... On another side - Mythic Improved Two Weapon fighting has a bit of a weird discrepancy between BAB and mythic tier-prerequisites - BAB+6 and 5th tier feel a bit disjointed. Usually, one assumes roughly 1 mythic tier per 2 levels, which would either make this mythic tier 3rd or BAB +10. While the majority of feats herein adhere to aforementioned guidelines, here and there strange deviations like this can be found.

Metamagic feats also get a mythic overhaul -maximize spell's mythic brother amps up damage to 150% and allows you to cast the spell as its regular maximized version without having it prepared in advance thus by expending 2 uses of mythic power. Beyond rather obvious solutions like this, quicken spell allows you in its mythic incarnation to prepare any spell as a quickened spell and even cast those with specific numbers of targets as an AoO at the provoking adversary. What's slightly odd would be Mythic Shield Master - while I can get behind getting AOOs from being missed or retaliatory AoOs, I'm a bit at a loss as to why the additional AoOs per round granted follow a strange curve - +1 AoO for bucklers, +2 AoOs for small shields, +3 AoOs for large shields...but only +1 AoO for a tower shield. The logic here seems to be larger shield=more AoOs; Not complaining about the feat, mind you, just not getting the logic why bucklers and tower shields are equally "bad" at granting additional AoOs - Either +4 AoOs or +2 would make more sense to be. *shrugs* (That won't feature in the final verdict, though!)

Remember the discrepancy I mentioned between BAB and mythic tier? The most obvious offenders would be the Xing-critical feats - Mythic Sickening Critical, just to name one, has a prereq of BAB+11 and mythic tier 2nd. Effect-wise, these btw. allow you to 1/round expend 1 use of mythic power to inflict the effects of the respective feat upon foes rather than dealing regular damage - but never more than one feat's effects. Okay, I guess, but not that mind-blowing. Mythic Whirlwind attack is rather insane - One target eats your full attack in addition to your regular whirlwind attack, while with 2 uses of mythic power, you can full attack EVERY TARGET IN RANGE. Doesn't sound so bad? Add class levels to a monster of colossal size, equip a reach weapon, watch everything DIE- especially since unlike its basic non-mythic version it does not come with the caveat that bonus or extra attacks are exempt from this whirling typhoon of death. BAB+4 and 5th mythic tier once again feel a bit disjointed.

Conclusion:

Editing and formatting are very good, I did not notice any significant glitches. Layout adheres to an easy-to-read two-column full-color standard with okay artworks interspersed. The pdf comes fully bookmarked for your convenience.

Owen K.C. Stephens is a talented designer and provides a pdf here that is extremely helpful for mythic campaigns, one that adds quite a bit of options to the table and one that even has what one could consider ingenious options. Here and there. Honestly, not all mythic feats are that interesting and while well-crafted in Owen's trademark thoroughness, here and there some potential issues have crept in - while I won't indulge in the fallacy of assuming any type of coherent balance when it comes to mythic rules, some feats herein go a bit far for my tastes, even in the context of mythic adventures. Add to that the discrepancy in BAB/mythic tier with some feats and the none-too-cheap (though still justified) price-point and we arrive at a final verdict of 3.5 stars - and whether to round up or down ultimately depends on you: If what I've mentioned bugs you, round down, otherwise, round up. While as a person, I do round down, as a reviewer my rating adheres to in dubio pro reo and hence round up to 4.

Endzeitgeist out.


Greatly Needed

4/5

Mythic feats, as sparse as they were in the Mythic Adventures book, are an intriguing part of a Mythic campaign. The Missing Core Feats contains 64 feats that were left out of Mythic Adventures.

The book is a 15-page, 2-column, black, white, and red all over format, with pretty good color illustrations. 1 page color cover. 2.25 pages are table space listing the feats. 1 page is Credits and OGL.

Interesting Feats
Crafting Feats: The crafting feats allow you to burn 1 MP and get a free 8 hours worth of crafting time added to any item you're currently crafting. Each feat also gives you an additional boon for that specific item (removing spell level cap on potions, use constant wondrous items as if they were rods, craft something like an Eternal Wand, or even merge wondrous items together). These are pretty neat.

Metamagic: These all give a boosted version of the base feat (Empower gives +75% instead of +50%, Extend is x3 duration, Enlarge is +200% range, etc.), as well as giving you a spontaneous version of the lesser feat without burning a higher slot or increasing casting time. This secondary ability is similar to the Archmage's Arcane Metamastery ability, but not as long of a duration (1 spell vs 10 rounds), and doesn't have the same spell level fiat. These feel a bit strong, but really, what Mythic feats aren't strong?

Extra "X": These give additional uses of Rage, Channel, Performance, etc, and allow you to burn MP to get more if you're completely out. Kind of "Meh."

Greater CMB: Some interesting penalties to your enemies, like tossing the disarmed items 15 feet to allies, distracting feinted enemies so others can stealth, and taking DEX away from AC for greater trip AoO's. Seem OK.

Improved Saving Throw Feats: Gives you a 1/day 20+Save Bonus save. Thumbs Up.

Vital Strike Chain: Improved allows SA, flaming or other typically non multiplicative bonuses to multiply per Mythic Vital Strike. Greater allows for full bypass of DR/Resistance/Hardness for the attack. *OMG WOW* There's how I finally break 1000 damage on a smiting Paladin.

Issues
Balance doesn't seem to be too off, but we're talking Mythic, and balance is generally something out the window once tier 2 and 3 get here. The prerequisites, however, seem to be arbitrary. Greater Vital Strike, for instance, has a Tier 10 prereq for its BAB+16 base prereq, whereas Deafening Critical only has a Tier 3 prereq for BAB+13. Improved TWF has a Tier 5 entry for a BAB+6 base prereq. They just don't seem to follow the convention that Tier should be *near* half HD for PCs. In the back of my mind, I can see many of these having their Tier prereq chopped off at the top and being functional at their intended power level simply from BAB requirements of the base feats.

Also, there is a superfluous "Mythic Tier 1" prerequisite on Combat Casting, since a mythic feat can only be gained through gaining a Mythic Tier.

Verdict: 4/5. Good job, Rogues.


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Pathfinder Adventure Path, Rulebook Subscriber

Tempted to buy it just to find out what mythic simple weapon proficiency does...


Owen, you missed a great opportunity for Mythic Leadership to give you a small nation.

Scarab Sages Contributor

Nate Z wrote:
Tempted to buy it just to find out what mythic simple weapon proficiency does...

Obviously, I encourage that thought!

Scarab Sages Contributor

Cheapy wrote:
Owen, you missed a great opportunity for Mythic Leadership to give you a small nation.

Yeah... but this way is MUCH less annoying for the GM. :)


Would love to see how mythic leadership would work if you took the bullet point variants for leadership.

Scarab Sages Contributor

3 people marked this as a favorite.

That sounds like a fine idea for a free supplement! Now, if I can just get enough sales to justify adding a free supplement... :D

Scarab Sages Contributor

1 person marked this as a favorite.

Here's a video, in which I talk briefly abut our new release: Mythic Options: The Missing Core Feats.

Scarab Sages Contributor

Many thanks to archmagi1 for the review!


So, the video says this is likely to be part of a line. What are the other planned books, and when do we get them?!

Also, are you going to do videos for all RGG products? Because I like a short description from the writer. (though you should say who you are!)

Scarab Sages Contributor

While videos are not a sure thing, I am certainly playing with the idea.

More Mythic Options books are going to take some time. I'll pretty much just be writing these and the Talented books, but we have a LOT of other projects coming from other writers as well, and I always go over those at least once.

I'd guess Missing Monster Feats will be next, in 4-6 weeks.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Companion, Lost Omens, Rulebook Subscriber

Owen, just to be certain, with the change from SGG to RGG, this one won't be on DungeonADay and I should go ahead and buy it here or from another PDF source, correct?

Scarab Sages Contributor

Correct. Super Genius Games retains the rights to Dungeonaday.com, and I presume would post any product they did there. We're a new company with no connection to DaD, so our pdfs aren't schedule to be available there.

Shadow Lodge

1 person marked this as a favorite.

Got this earlier this week and showed it to my group, they are absolutely in love with it. Review forthcoming this weekend, give or take. =)

Scarab Sages Contributor

I'm glad you all liked it, and I look forward to the review!

Scarab Sages Contributor

The core Mythic Adventures got a nice write-up by Ed Grabianowski on io9.com!

Scarab Sages Contributor

Kvantum wrote:
Owen, just to be certain, with the change from SGG to RGG, this one won't be on DungeonADay and I should go ahead and buy it here or from another PDF source, correct?

It occurs to me I should mention: If you are someone who was getting SGG pdfs through DaD, please drop me a line. I am putting together a list of folks who got their SGG pdfs through DaD, so that if RGG does an update of those, I can send links to free copies of the updates, since I can't post them to DaD anymore.

Scarab Sages Contributor

2 people marked this as a favorite.

Hey, according to the Paizo newsletter, this was the #1 download from non-Paizo companies last week.

Woot!


Just got this, and I like it so far. I'll leave a full review at some point in the future.

Scarab Sages Contributor

I look forward to the reviews!

Scarab Sages Contributor

I somehow failed to say thanks to archmagi1 for the review!

Scarab Sages Contributor

1 person marked this as a favorite.

Since it's come up more than once, I will note that while a lot of people like to link tier to half character level, that's not represented in ANY of the mythic feats from Mythic Adventures. The mythic version of Defensive Combat Training has no level requirement, but is restricted to mythic tier 4 (though it would be useful as early as tier 2), while the mythic Improved Critical and Spring Attack are level-restricted with base attack requirements, but available at tier 1.

When determining if I wanted a tier minimum on a feat in this series rather than worry about what level a character was "supposed" to gain a mythic tier, I compared the feat to other options available at the same tier. That is a far better basis for determining when a mythic power can be added to a game, and was sustained by playtesting.

Scarab Sages

Pathfinder Adventure Path, Rulebook Subscriber

Any plans to hit APG, UM, UC, etc. feats in the near or long term?

Scarab Sages Contributor

1 person marked this as a favorite.

Yes!

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

Hunh. This awesome PDF just showed up in my cart. Better take a look...

(is blasted by mythic power, experiences ascension)

Hunh. That was cool.


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here on OBs and d20pfsrd.com's shop.

Also note that designer Owen K.C. Stephens has written a reply concerning some of my criticisms on Endzeitgeist.com - read it for further information whether this is for you. He *does* have valid points.

Thanks for your attention, Endzeitgeist out.

Scarab Sages Contributor

As always End, thanks for the review!

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